package Message.Public
{
    import Framework.MQ.*;
    import Framework.Serialize.*;

    public class SFightAttribute extends Object implements IMessageBase
    {
        public var speed:int;
        public var physicalAttack:int;
        public var magicAttack:int;
        public var power:int;
        public var agile:int;
        public var habitus:int;
        public var brains:int;
        public var spiritual:int;
        public var maxLife:int;
        public var maxMana:int;
        public var physicalHurt:int;
        public var magicHurt:int;
        public var physicalDefense:int;
        public var magicDefense:int;
        public var relief:int;
        public var hit:int;
        public var jouk:int;
        public var pass:int;
        public var block:int;
        public var physicalCrit:int;
        public var magicCrit:int;
        public var speededUp:int;
        public var toughness:int;
        public var attackSpeed:int;
        public var attackDistance:int;
        public var physicalAttackPercentage:int;
        public var magicAttackPercentage:int;
        public var maxLifePercentage:int;
        public var maxManaPercentage:int;
        public var physicalDefensePercentage:int;
        public var magicDefensePercentage:int;
        public var spirit:int;
        public var reserve2:int;
        public var reserve3:int;
        public var reserve4:int;
        public var reserve5:int;
        public var reserveStr:String;
        public const _type:int = 20201;
        public static var _regist:SFightAttribute = new SFightAttribute(true);

        public function SFightAttribute(param1:Boolean = false)
        {
            if (param1)
            {
                MessageManager.instance().regist(this);
            }
            
        }

        public function getType() : int
        {
            return this._type;
        }

        public function clone() : IMessageBase
        {
            return new SFightAttribute();
        }

        public function __write(param1:SerializeStream) : void
        {
            param1.writeInt(this.speed);
            param1.writeInt(this.physicalAttack);
            param1.writeInt(this.magicAttack);
            param1.writeInt(this.power);
            param1.writeInt(this.agile);
            param1.writeInt(this.habitus);
            param1.writeInt(this.brains);
            param1.writeInt(this.spiritual);
            param1.writeInt(this.maxLife);
            param1.writeInt(this.maxMana);
            param1.writeInt(this.physicalHurt);
            param1.writeInt(this.magicHurt);
            param1.writeInt(this.physicalDefense);
            param1.writeInt(this.magicDefense);
            param1.writeInt(this.relief);
            param1.writeInt(this.hit);
            param1.writeInt(this.jouk);
            param1.writeInt(this.pass);
            param1.writeInt(this.block);
            param1.writeInt(this.physicalCrit);
            param1.writeInt(this.magicCrit);
            param1.writeInt(this.speededUp);
            param1.writeInt(this.toughness);
            param1.writeInt(this.attackSpeed);
            param1.writeInt(this.attackDistance);
            param1.writeInt(this.physicalAttackPercentage);
            param1.writeInt(this.magicAttackPercentage);
            param1.writeInt(this.maxLifePercentage);
            param1.writeInt(this.maxManaPercentage);
            param1.writeInt(this.physicalDefensePercentage);
            param1.writeInt(this.magicDefensePercentage);
            param1.writeInt(this.spirit);
            param1.writeInt(this.reserve2);
            param1.writeInt(this.reserve3);
            param1.writeInt(this.reserve4);
            param1.writeInt(this.reserve5);
            param1.writeString(this.reserveStr);
            
        }

        public function __read(param1:SerializeStream) : void
        {
            this.speed = param1.readInt();
            this.physicalAttack = param1.readInt();
            this.magicAttack = param1.readInt();
            this.power = param1.readInt();
            this.agile = param1.readInt();
            this.habitus = param1.readInt();
            this.brains = param1.readInt();
            this.spiritual = param1.readInt();
            this.maxLife = param1.readInt();
            this.maxMana = param1.readInt();
            this.physicalHurt = param1.readInt();
            this.magicHurt = param1.readInt();
            this.physicalDefense = param1.readInt();
            this.magicDefense = param1.readInt();
            this.relief = param1.readInt();
            this.hit = param1.readInt();
            this.jouk = param1.readInt();
            this.pass = param1.readInt();
            this.block = param1.readInt();
            this.physicalCrit = param1.readInt();
            this.magicCrit = param1.readInt();
            this.speededUp = param1.readInt();
            this.toughness = param1.readInt();
            this.attackSpeed = param1.readInt();
            this.attackDistance = param1.readInt();
            this.physicalAttackPercentage = param1.readInt();
            this.magicAttackPercentage = param1.readInt();
            this.maxLifePercentage = param1.readInt();
            this.maxManaPercentage = param1.readInt();
            this.physicalDefensePercentage = param1.readInt();
            this.magicDefensePercentage = param1.readInt();
            this.spirit = param1.readInt();
            this.reserve2 = param1.readInt();
            this.reserve3 = param1.readInt();
            this.reserve4 = param1.readInt();
            this.reserve5 = param1.readInt();
            this.reserveStr = param1.readString();
            
        }

    }
}
